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Messages - Demonic Gophers

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691
DF Gameplay Questions / Re: Unknown Substance?(Lots of Spoilers!)
« on: September 14, 2008, 02:10:35 pm »
Though of course, Urist didn't use to be the everyday dwarf, but instead was an insane hermit dwarf. Go look up "One Dwarf Against the World" in the stories section if you want to see the true origins, and personality, of Urist.

Who was, as I recall, female.

692
DF Adventure Mode Discussion / Re: Modded races are fun!
« on: September 14, 2008, 01:54:17 pm »
Spoiler (click to show/hide)

Not as much sheer damage, but they're fun.  That permanent paralysis is a good idea - I may have to add something along those lines.

693
DF General Discussion / Re: uncyclopedia dwarf fortress page!
« on: September 14, 2008, 01:31:46 pm »
The Legacy of Urist

Urist Uristurist the Urist-Urist of Urist was a famous dwarven warrior.  In 25, Urist killed 749 elves in Evethafatha, "the Eviscerated Battle".  In 31, Urist killed the carp demon Osnun Doomwitch the Flickering Dust, saving 5 fisherdwarves.  In 33, Urist's throat was torn out by the large rat Naquuvthad.  In 33, Urist bled to death in the Dismal Jungle.

Since this time, the name of Urist has always been remembered with honor in the Mountain Homes.

694
DF Modding / Re: Question about playing as megabeasts.
« on: September 13, 2008, 11:38:02 pm »
I think that should do it.  That's what I have for testing megabeasts and such in adventure mode, to see how they hold up against modded weapons.

695
DF Modding / Re: Question about playing as megabeasts.
« on: September 13, 2008, 11:35:07 pm »
You need to add an entry in the entity file for them, like this:
Code: [Select]
[ENTITY:TEST]
[INDIV_CONTROLLABLE]
[CREATURE:TITAN]

You might want to give them [INTELLIGENT] in their creature entry, and [CANOPENDOORS].

696
DF Modding / Re: On the subject of old fortresses...
« on: September 13, 2008, 07:56:46 pm »
I'm pretty sure that non-Dark fortresses are CAVE_DETAILED.  This should include abandoned player fortresses, I think.

697
Giant Cave Spiders.  Which is to say, doom.

698
DF Gameplay Questions / Re: How do you get shells?
« on: September 12, 2008, 04:26:07 pm »
☼: [Alt][1][5].

I highly advise you to keep a stock of shells available at all times.  And hope nobody asks for glass.

699
DF Bug Reports / Re: Migrants arriving from random tile in map.
« on: September 12, 2008, 01:15:32 am »
I just saw this... migrants appearing well away from the edge of the map.  It was also the wave when the baron, etc. first showed up.

700
DF Adventure Mode Discussion / Re: First attempt at Adventure Mode
« on: September 11, 2008, 11:39:57 pm »
Did you use the Play Now option, or select a human civilization?

701
DF Adventure Mode Discussion / Re: Money, money.... junk?
« on: September 11, 2008, 11:02:19 pm »
Bigger towns tend to be richer, and have better equipment.  If you want to do a bit of modding, you can give the human civilization [METAL_PREF], which will give them access to steel.  But I think you'd need to generate a new world.

702
DF Bug Reports / Re: Merchants vanish mysteriously. [40d]
« on: September 10, 2008, 02:46:31 pm »
There are trees, but I think all the wagons had reached stone ground by that point.

703
DF Adventure Mode Discussion / Re: Modded races are fun!
« on: September 10, 2008, 12:56:06 am »
Modded weapons are fun, too.  I was just playing as a size 200 Titan wielding a hammer with 1500 damage.  Landing one solid blow would make almost anything fly away and collide with an obstacle.

Then I wandered into a human temple.

Spoiler (click to show/hide)

The priestess who shot me almost managed to block and dodge my attacks long enough for me to suffocate.  Almost. :)


By the way, giving all the megabeasts an extra order of magnitude in size makes the Age of Myth last quite nicely.

704
DF Dwarf Mode Discussion / Re: Notes - question for the note users.
« on: September 10, 2008, 12:15:14 am »
The levers in my control room.  Sometimes I use them to mark graves.

705
DF Bug Reports / Merchants vanish mysteriously. [40d]
« on: September 09, 2008, 08:06:49 pm »
A dwarven caravan arrived, worked its way to my depot, and started unloading.  I got the standard "Merchants have arrived and are unloading their goods." message.  I wasn't watching them too closely because haulers were still carrying a stream of trade goods in, and my broker was off storing an owned item.

Then I noticed some crafts lying around on the floor, with nobody picking them up and carrying them to the depot.  I checked the depot, and it said no merchants were trading; there were also no merchants on the unit list.

I received no message that they were leaving.  There were no free hostiles on the map, all though I have plenty of stockpiled goblin cages.  I don't think they even had time, between the last time I checked on them and the point when I noticed this, to reach the edge of the map.

I do have two trade depots constructed at the moment.  The one they were using is under ground, accessible by a fairly small, ramped tunnel, and they did have a bit of a traffic jam getting in.

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